I just wanted to take a moment to see how everyone is feeling about the new loot system. I absolutely love how they fixed the stat ranges (goodbye +39 vitality shoulders... I never want to see you again). However, the divide between primary/secondary stats is a little disappointing. Unless you are running a monk, the secondary stats are by-and-large garbage on rares. This whittles down item choice to 4 primary stats, which come RoS and the mystic, will be 3. Smart loot greatly ups your chances of finding something with your main stat so essentially you are looking for only 2 properties on a rare rather than the old 6. Since 2.0 launched I have changed a lot of my gear and am getting close to perfect when it comes to which properties I want on what. Don't get my wrong, I've been glued to my PC since launch, but still, I feel like being this geared in ~15 hours is too fast.
I understand that the name of the game in RoS will be legendaries, but I wish they didn't boil down rares so much in the meantime.
I don't know. I mean, it is kind of lame that common/uncommon/rare items are basically just crafting material fodder with loot 2.0. But then you think about it, and who the hell is wearing rares anyway (outside of maybe the gloves slot)? I'd say this would be a big problem if legendary items were still incredibly hard to come by AND the ranges were still silly - but since you can get anywhere from 1-3 an hour (luck provided, at least 1 an hour though) - worrying about how stats roll on rares is kind of redundant.
I understand how you feel OP and I agree, but I just can't get over how much I love this patch. Though I'm over seeing the +gold radius and +gold find on gear, I absolutely love the +% dmg to certain skills on pieces I find. It really has me trying out new builds and seeing what feels best for me, and what helps me plow over bad guys faster than before.
I also find myself trying out gear that I sacrifice some dps hits for toughness, and it has me doing Torment levels I greatly struggled with the first couple days it came out. To me, Iam loving the search for balance in gear to have higher chances of success in T6 than the old days of everything building the same mandatory stats.
-edit- for words that are combining together after posting from the editor.
If my choice is between never finding an upgrade with bad rares, or upgrading pretty fast with rares, I'm picking the latter.
On the whole I love the patch, it's all around fantastic. My only complaint? I feel like the leg drop rate is slightly too low. I think a slight bump, such as 15% more, would feel a lot better.
Honestly the only thing I don't like about this patch is fusing the Health, Resistances and Armor into toughness. If my character has garbage resists but gallons of health, I'd like to know whether an item that increases my toughness by 20% actually increases my resist, or whether I'm just getting more health I don't really need. I find the Healing stat very useful and nicely transparent, but I wish the toughness was less opaque in its meaning. Many times I've still replaced Legendaries by better rares or threw away Legendaries because they just didn't give me as much as Rares did. I can't see myself being all decked out in Legendaries even by the end.
Rollback Post to RevisionRollBack
A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head!
I was never using rares in Diablo 2 in the mid/end game.
Elite PvP'ers would often use several rares. Including vision circs, fools/grinding etherals etc.
That being said, I agree that rares AND blues should have some potential viability for end-game rolls. 2-Handers appear to need some attention as well. I am utterly perplexed as to why the Monk's Diabo attacks as slow as a giant guilded barbarian ax. A monk should be able to wield his Daibo with well above average speed.
The Daibo's slow attack speed doesn't fit with the character class or the weapon type AT ALL. Base speed should be 1.50 APS at least. Just an example of one of many refinements that are needed.
All tolled, I love playin D3 now. Having more fun (by a large measure) than I ever have had before while playing D3. Friends list is active again, and everyone seems happy with it for the most part. If D3 had launched like this..... .. things would've been quite different the last 2 years. I'm over it, Blizzard earned back much of my trust. The amount of build options for Monk (haven't really played with another char yet since 2.0) is seemingly endless. This is a class that had effectively 1 build for Inferno content at launch.
The build I'm running on my HC Monk....if you tried it a week ago, you're dead. It wouldn't work at all.
I'm shredding T1 content with what was a purely self-found character just 1 week ago. That last sentence says a lot about the changes across the board.
I understand the hesitation on speed, but I think it's ok. The higher level paragon you go, the slower it is to gain levels. I think it's a pretty steep climb, and there's a lot of cool gear to get.
People are online, they are playing, trying out different classes different builds. Heck my friends list has been steadily growing since word of mouth on the street is D3 2.0 is fun. This is all good stuff.
RoS is around the corner, hopefully there is more down the road, and would be happy to throw money at the screen if this is the stuff we'll continue to see from this Dev team.
Honestly the only thing I don't like about this patch is fusing the Health, Resistances and Armor into toughness. If my character has garbage resists but gallons of health, I'd like to know whether an item that increases my toughness by 20% actually increases my resist, or whether I'm just getting more health I don't really need.
Well, if you find toughness too opaque and want to think more about whether a piece will increase your health or reduce your incoming damage.. then just compare it exactly the same way you did before the 2.0 patch. It's not as if any information has been removed or hidden than was there before, just because they added a shiny combined number to enable people to do a quick and dirty comparison if they want to.
Not quite sure how you can say this a bad thing. Useless to you maybe. But why is it bad?
Well if you wan to know if an item increases your resists rather than just toughness, just look a few inches higher and check if there's a resist affix on that item rather than just vit/life%/armor.
Toughness is EHP, and EHP is way way way way way more useful to estimate your character's survivability than just individual values, unless you are fairly familiar with how the concept of EHP works. Many people made the mistake to just ramp up HP and ignore mitigation, or the opposite, and wonder why they're dying. With 2.0.1 toughness is not as useful as it will be in RoS; since you can survive even high Torment levels with 500k toughness and the right spells, you can get there by just stacking life%/vit and ignoring mitigation... well and you will still die. You should occasionally check if your individual resists are high enough and if not, consider switching a few items. In RoS toughness is even more useful as you'll have a few 100k HP (I'd say average is 500k, glass canons run 200k, tanks run a million), but you want 5-10m toughness in the end; you can't get there by neglecting mitigation.
I really do not see how anyone would prefer the old "armor" value rather than the toughness being displayed on the character sheet. As a wizard, the armor value is the least important stat for me when gearing up survivability. Besides, if you don't like toughness (for whatever reason) you can still hover your health globe to see HP or open the details to see armor/resists.
Honestly the only thing I don't like about this patch is fusing the Health, Resistances and Armor into toughness. If my character has garbage resists but gallons of health, I'd like to know whether an item that increases my toughness by 20% actually increases my resist, or whether I'm just getting more health I don't really need.
Really? This is the only thing that you don't like about the patch?
First off, in vanilla there was no percent +/- for resistance when comparing items, just armor.
There is a list of all your resistances when you click the details button in you inventory page. If those numbers go up when you equip a new item then that means the new item will increase your resistances.
If the number in the red circle at the bottom of the screen goes down when you equip a new item, then that means the new item will decrease your health.
It doesn't take a rocket scientist to figure out how an item will affect your toughness/damage/healing, you just need to be willing to dig a little deeper and click an extra button or two.
My main complaint about the toughness stat is that I'd like to see one without dodge and have the stat use min rather than average resist, but hey, that's what D3UP is for.
First off, in vanilla there was no percent +/- for resistance when comparing items, just armor.
There is a list of all your resistances when you click the details button in you inventory page. If those numbers go up when you equip a new item then that means the new item will increase your resistances.
If the number in the red circle at the bottom of the screen goes down when you equip a new item, then that means the new item will decrease your health.
It doesn't take a rocket scientist to figure out how an item will affect your toughness/damage/healing, you just need to be willing to dig a little deeper and click an extra button or two.
Wow, you so smart.
Of course the vanilla game didn't state the resistances and armor separately, but you can tell what's happening immediately when your protection rating or whatever it was called goes up...it can only be your armor or your resists. You can see the armor difference immediately when you have the two items in comparison view in your inventory, regardless of affixes of the item. Having to open details and watch which of your resists changes by how much and how much that affects the actual damage resist number (especially when getting +50 to a resist that is at 200 increases your damage resistance against that element non-linearly when compared to giving the same bonus to a resist that is at 600) is a fucking pain in the ass, now with the added bonus of not being able to immediately tell whether the item also increases your health by just looking at the item comparison.
What is the item comparison view for if you then have to go check your HP and your resists separately (not to mention the overall protection from armor which also used to be just stated in Details). If you're supposed to read the whole item all the time and then check the item you have equipped to decide which is better, then the item comparison doesn't need to be there at all. But it is there. So it should fulfill its function. Right now it doesn't.
Rollback Post to RevisionRollBack
A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head!
Rare items cannot compete (at least at level 60, I've not played the beta to see what its like at level 70).
The game is now broken into these stages of "looting":
Equip anything is an upgrade, can include rares: This will happen while we all level up from 60-70 in RoS
Equip basically any legendary you find because it will be an upgrade: This will happen while leveling and for quite a few hours at level 70.
Start hunting for specific legendaries at level 70: This will take quite a while - weeks, months?
Start grinding gold to dump into the Mystic to reforge your specific legendaries: I would imagine those players who have 1000 billion gold will fly through this step - those of us with less, this could take a very long time.
Correct me if I'm wrong, but with loot 2.0 there is no "hunt for perfectly rolled legendaries" step. You use the Mystic to do that no?
I can see how some people might not like this order of loot progression - but I love it. There is certainly the feeling of "that next great item could be right around the corner" I just worry about the last step in the process.. grind gold to reroll your items perfectly. Though, after that, you can move on to the next class and do it all again.
And this is waay better than play forever without every finding a good item.. like it was before.
I feel like far to many people are focused on their level 60 characters and cannot see what is to come. 2.0 was put in for RoS, meaning it's meant for level 70 characters not level 60's. It would be like people talking about how loot for level 50 is bad and not what they want in Vanilla D3. If you have taken a look at the new level 70 gear it's all equal. Right now we all have a mix of the old gear and the 2.0. There is a lot of the old gear that is better than what you are going to find in 2.0 right now. But here in 21 days it's not even going to matter. Everyone will only be 2.0 gear once RoS comes out and you have bought it and reached level 70. I wish folks would just enjoy it as is now, and wait and see what happens at end game RoS with the new Adventure mode and Bounties. Some of the level 70 6p sets are amazing.
I personally love 2.0 as it has brought me and 3 of my buddies back. We have never had so much fun with all the new builds that gear can bring and fact knowing you can play for a hour and feel rewarded unlike before. I would say all the changes, esp 2.0, have revived the game. And I cannot even wait for what RoS will bring. So let's all sit back, reap the 50% xp boost and make sure we slay as many hellish minions that get in our way. (:
You need to consider that some people will be left at level 60. Not everyone will be buying RoS though I'd assume vast majority of active players will. For the rest though, the level 60 experience needs to be as good as possible because that what they will be left with. You don't want to make the lvl 60s unplayable so that RoS is a must have if you want to play D3 after 2.0.1. That would be a dick move and fortunately Blizz is not that kind of company.
Rollback Post to RevisionRollBack
A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head!
To post a comment, please login or register a new account.
I just wanted to take a moment to see how everyone is feeling about the new loot system. I absolutely love how they fixed the stat ranges (goodbye +39 vitality shoulders... I never want to see you again). However, the divide between primary/secondary stats is a little disappointing. Unless you are running a monk, the secondary stats are by-and-large garbage on rares. This whittles down item choice to 4 primary stats, which come RoS and the mystic, will be 3. Smart loot greatly ups your chances of finding something with your main stat so essentially you are looking for only 2 properties on a rare rather than the old 6. Since 2.0 launched I have changed a lot of my gear and am getting close to perfect when it comes to which properties I want on what. Don't get my wrong, I've been glued to my PC since launch, but still, I feel like being this geared in ~15 hours is too fast.
I understand that the name of the game in RoS will be legendaries, but I wish they didn't boil down rares so much in the meantime.
Anyone else agree?
Like you said, its all about the legendaries.
I also find myself trying out gear that I sacrifice some dps hits for toughness, and it has me doing Torment levels I greatly struggled with the first couple days it came out. To me, Iam loving the search for balance in gear to have higher chances of success in T6 than the old days of everything building the same mandatory stats.
-edit- for words that are combining together after posting from the editor.
Battle.net Profile / Diablo Progress Profile
On the whole I love the patch, it's all around fantastic. My only complaint? I feel like the leg drop rate is slightly too low. I think a slight bump, such as 15% more, would feel a lot better.
That being said, I agree that rares AND blues should have some potential viability for end-game rolls. 2-Handers appear to need some attention as well. I am utterly perplexed as to why the Monk's Diabo attacks as slow as a giant guilded barbarian ax. A monk should be able to wield his Daibo with well above average speed.
The Daibo's slow attack speed doesn't fit with the character class or the weapon type AT ALL. Base speed should be 1.50 APS at least. Just an example of one of many refinements that are needed.
All tolled, I love playin D3 now. Having more fun (by a large measure) than I ever have had before while playing D3. Friends list is active again, and everyone seems happy with it for the most part. If D3 had launched like this..... .. things would've been quite different the last 2 years. I'm over it, Blizzard earned back much of my trust. The amount of build options for Monk (haven't really played with another char yet since 2.0) is seemingly endless. This is a class that had effectively 1 build for Inferno content at launch.
The build I'm running on my HC Monk....if you tried it a week ago, you're dead. It wouldn't work at all.
http://us.battle.net/d3/en/calculator/monk#bVgSRi!VTc!cacbcZ
I'm shredding T1 content with what was a purely self-found character just 1 week ago. That last sentence says a lot about the changes across the board.
BurningRope#1322 (US~HC) Request an invite to the official (NA) <dfans> Clan
People are online, they are playing, trying out different classes different builds. Heck my friends list has been steadily growing since word of mouth on the street is D3 2.0 is fun. This is all good stuff.
RoS is around the corner, hopefully there is more down the road, and would be happy to throw money at the screen if this is the stuff we'll continue to see from this Dev team.
Not quite sure how you can say this a bad thing. Useless to you maybe. But why is it bad?
Toughness is EHP, and EHP is way way way way way more useful to estimate your character's survivability than just individual values, unless you are fairly familiar with how the concept of EHP works. Many people made the mistake to just ramp up HP and ignore mitigation, or the opposite, and wonder why they're dying. With 2.0.1 toughness is not as useful as it will be in RoS; since you can survive even high Torment levels with 500k toughness and the right spells, you can get there by just stacking life%/vit and ignoring mitigation... well and you will still die. You should occasionally check if your individual resists are high enough and if not, consider switching a few items. In RoS toughness is even more useful as you'll have a few 100k HP (I'd say average is 500k, glass canons run 200k, tanks run a million), but you want 5-10m toughness in the end; you can't get there by neglecting mitigation.
I really do not see how anyone would prefer the old "armor" value rather than the toughness being displayed on the character sheet. As a wizard, the armor value is the least important stat for me when gearing up survivability. Besides, if you don't like toughness (for whatever reason) you can still hover your health globe to see HP or open the details to see armor/resists.
First off, in vanilla there was no percent +/- for resistance when comparing items, just armor.
There is a list of all your resistances when you click the details button in you inventory page. If those numbers go up when you equip a new item then that means the new item will increase your resistances.
If the number in the red circle at the bottom of the screen goes down when you equip a new item, then that means the new item will decrease your health.
It doesn't take a rocket scientist to figure out how an item will affect your toughness/damage/healing, you just need to be willing to dig a little deeper and click an extra button or two.
Of course the vanilla game didn't state the resistances and armor separately, but you can tell what's happening immediately when your protection rating or whatever it was called goes up...it can only be your armor or your resists. You can see the armor difference immediately when you have the two items in comparison view in your inventory, regardless of affixes of the item. Having to open details and watch which of your resists changes by how much and how much that affects the actual damage resist number (especially when getting +50 to a resist that is at 200 increases your damage resistance against that element non-linearly when compared to giving the same bonus to a resist that is at 600) is a fucking pain in the ass, now with the added bonus of not being able to immediately tell whether the item also increases your health by just looking at the item comparison.
What is the item comparison view for if you then have to go check your HP and your resists separately (not to mention the overall protection from armor which also used to be just stated in Details). If you're supposed to read the whole item all the time and then check the item you have equipped to decide which is better, then the item comparison doesn't need to be there at all. But it is there. So it should fulfill its function. Right now it doesn't.
Rare items cannot compete (at least at level 60, I've not played the beta to see what its like at level 70).
The game is now broken into these stages of "looting":
Equip anything is an upgrade, can include rares: This will happen while we all level up from 60-70 in RoS
Equip basically any legendary you find because it will be an upgrade: This will happen while leveling and for quite a few hours at level 70.
Start hunting for specific legendaries at level 70: This will take quite a while - weeks, months?
Start grinding gold to dump into the Mystic to reforge your specific legendaries: I would imagine those players who have 1000 billion gold will fly through this step - those of us with less, this could take a very long time.
Correct me if I'm wrong, but with loot 2.0 there is no "hunt for perfectly rolled legendaries" step. You use the Mystic to do that no?
I can see how some people might not like this order of loot progression - but I love it. There is certainly the feeling of "that next great item could be right around the corner" I just worry about the last step in the process.. grind gold to reroll your items perfectly. Though, after that, you can move on to the next class and do it all again.
And this is waay better than play forever without every finding a good item.. like it was before.
I personally love 2.0 as it has brought me and 3 of my buddies back. We have never had so much fun with all the new builds that gear can bring and fact knowing you can play for a hour and feel rewarded unlike before. I would say all the changes, esp 2.0, have revived the game. And I cannot even wait for what RoS will bring. So let's all sit back, reap the 50% xp boost and make sure we slay as many hellish minions that get in our way. (: